Avoiding Stale 5E Combat with Tokens

If you've ran TTRPGs for a while, you'll start to notice that combats can eventually become routine. The players kick down the door, focus fire the first enemy until they're dead, move on to the next, and rinse and repeat.

Sure, your players technically are using tactics, but it can risk turning into both sides bonking each other until someone drops first. It works, but it's not exactly the deepest and most engaging experience round after round.

How do we, as DMs, avoid having combats getting stale?

The Problem: 5E Combat is Often Static

The root issue is that many encounters in 5e are too linear. Players enter the room, assess the targets, and grind through enemies one at a time. Without anything usually to spice things up, combats will eventually boil down into a repeated set of tactics and a spreadsheet simulation of HP, AC, and spell slots.

The Fix: Dynamic Combat

The fix for this situation is to introduce dynamic combat elements. There are tons of ways you can do this, including:

  • environmental effects like rising pools of lava
  • changing terrain like crumbling dungeon ceilings and floors
  • interactive terrain like a portcullis that can slam down and split the party
  • changing enemies with new waves and new tactics

In this article, we're going to talk about a new tool called Tokens. Tokens are one of Foe Foundry's ways to spice up D&D combat without rewriting the rulebook. They're interactive terrain elements like magical effects or objects that players need to interact with during the course of the fight.

Some examples include a Shadow Rift token that keeps summoning Shadows until the players find a way to seal it or a Runic Wards token that gives that pesky Abjurer Mage immunity to all damage while it's active.

Tokens are a great way to add interactive combat elements like traps!

Example Combat: Using a Runic Wards token

Let's walk through an example combat with an Abjurer Archmage who will be using Runic Wards to create a token.

Runic Wards

Actions

Runic Wards (Recharge 5-6). The wizard creates a Tiny Runic Wards Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. While the Runic Wards is active, it grants immunity to all damage to all friendly creatures within 10 feet.

Abjurer Archmage

Summoned with Foe Foundry

Medium Humanoid (Wizard)

AC 16 (Arcane Armor) Initiative +6 (16)

HP 153 (18d8 + 72)

Speed 30 ft., fly 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 18 +4 +4
Mod Save
Int 22 +6 +10
Wis 15 +2 +6
Cha 12 +1 +1

Skills Arcana +14, History +10, Perception +6

Senses Passive Perception 16

Languages Common

CR 12 (8,400 XP; PB +4)

Traits

Magic Resistance. The wizard has advantage on saves against spells and other magical effects.

Actions

Multiattack. The wizard makes four Runic Blast attacks. It may replace two attacks with a use of its Arcane Resevoir or Spellcasting.

Runic Blast. Ranged Spell Attack: +10 to hit, range 90ft., one target. Hit 22 (3d10 + 6) force damage. On a hit, if the target is a spellcaster, the spellcaster must make a DC 16 Charisma saving throw. On a failure, the target is Cursed and loses the ability to cast a spell of the wizard's choice while cursed in this way. The curse can be removed with a Remove Curse spell or similar magic.

Arcane Resevoir (Recharge 5-6). The wizard creates an Arcane Resevoir Token (AC/DC 15, 3 Charges) in an unoccupied space within 30 feet. While the token is active, at initiative count 0, it makes a Runic Blast attack against any enemy within 30 feet, using the wizard's stats.

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

3/day each: Flyc, Dispel Magic (5th), Hold Personc (5th)

2/day each: WebÈ», Banishmentc (5th), Lightning Bolt (5th), Wall of Forcec

1/day each: Greater Invisibilityc, Globe of Invulnerabilityc, Forcecage, Teleport

Bonus Actions

Misty Step (2/day). The wizard teleports up to 60 feet to an unoccupied space it can see.

Reactions

Defensive Wards (2/day). When another creature the wizard can see within 60 feet takes damage, the wizard can use its reaction to reduce the damage taken by up to 30.

Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.

The vibe we want for this combat is that the abjurer is either creating powerful wards to protect themselves or has already prepared the environment with these powerful defensive wards.

DM: As Boldrak rages and charges towards the Archmage she lets out a chuckle - "Your headlong charge is as foolish as it is impotent" - and with a wave of her hand three glowing Runic Wards appear above her head and form a complex series of interlocking patterns. You can tell this is powerful protective magic

Merla: I fire my longbow at the mage to wipe that smug grin off her face. I get a 28 to hit.

DM: You can tell your aim is true, but the arrow vaporizes when it hits the runic shield. You can tell that these Runic Wards are giving the archmage immunity to damage until they're dealt with

Merla: Damn... well OK let me see if I can destroy one of the runes. Can I try to shoot one of the runes out of the sky?

DM: Of course! Go ahead and make an attack.

Merla: I got a 19 to hit.

DM: (Checking the AC/DC of the rune, which is 18...) Perfect. Your second shot strikes true and destroys one of the runes. Now there are only two left (one of the token's charges is now depleted)

Belmund: I want to use my mage hand and try to disable one of the runes

DM: OK, give me a sleight of hand check, but at disadvantage because it'll be hard to get the timing right considering the spinning interlocking shields

Belmund: I got a 15, is that enough?

DM: Sorry, the Archmage turns and gives you a haughty laugh as your mage hand incinerates upon contact with the spinning shields

Want to Try It Out?

Tokens give your players new problems to solve, not just another bag of hitpoints to slog through.

You can: